What features would you like to see appear in dazstudio 5?

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  • GnotMeGnotMe Posts: 131

    As some people have noted, Studio does not appear to use all of the CPU power, and does not allow you to do more than one thing at a time, especially during a render.  Would it be possible to improve this ?

     

  • GnotMe said:
    ebergerly said:

    Just fix the whole content management system so that you don't have to look in 12 different places to find something. Please. It can't be that difficult....

    Poses...no, Presets, then Poses....no, Content Library, then Categories, then Saved Files, then Presets, then Poses. Oh wait, you didn't categorize it first. 

    It's in Scenes...no, Scene without the S...no, Saved Files, then Scenes...no Scene without the S...

    No, Shaders...no, wait, Shader Sets...no, Materials...no, Shaders/Iray, not the regular Shaders, and not the 3Delight...

    Insane. 

     

    Yes, this is a major problem. I preferred the older version without the on-line content. It worked well.

     

    The Content Library is still functional in current versions of DAZ Studio; it's all I have ever used.

     

    GnotMe said:

    Prior to iRay, the live view would show the user what the render would look like, not exactly but at least the general skin color etc would be close. With iRay, the live view is nothing like the render and faces look really different and I'm not talking simply skin color.

    Is this not possible ?

    3DL still works this way; Iray doesn't. There is a separate Iray Preview mode that you have to manually select if you have the hardware to support it; it's not real efficient on CPU which is why it's separately adjusted.

  • NathNath Posts: 2,809
    GnotMe said:
    ebergerly said:

    Just fix the whole content management system so that you don't have to look in 12 different places to find something. Please. It can't be that difficult....

    Poses...no, Presets, then Poses....no, Content Library, then Categories, then Saved Files, then Presets, then Poses. Oh wait, you didn't categorize it first. 

    It's in Scenes...no, Scene without the S...no, Saved Files, then Scenes...no Scene without the S...

    No, Shaders...no, wait, Shader Sets...no, Materials...no, Shaders/Iray, not the regular Shaders, and not the 3Delight...

    Insane. 

     

    Yes, this is a major problem. I preferred the older version without the on-line content. It worked well.

     

    And that is why I install by hand - all environments as well as props that are locations go to 'places', etc. I know where everything is and I can strip out vanity folders etc when installing. (and before anyone says, I don't mess with the structure in Data)

  • GnotMeGnotMe Posts: 131

    Could we  type text   that we could attach to individual poses in Pupeteer (or a group of them that we outline w dotted lines) ?

  • GnotMeGnotMe Posts: 131

    It would be really great to be able to ZOOM in the finished render.

  • GnotMeGnotMe Posts: 131

    Cleanup button for removing  Duplicate content installs would be great.

  • InkuboInkubo Posts: 745
    GnotMe said:

    It would be really great to be able to ZOOM in the finished render.

    I agree! It would be a 2D zoom, like enlarging/reducing a picture in Photoshop, but it would be a handy tool for inspecting the render without having to save it first.

  • InkuboInkubo Posts: 745

    'Marionette' style figure adjustments.  By this I mean you grab a body part, and drag it around...

    There is something close to this already in DAZ Studio.

    I had assumed this was somehow tied in with those animate products I keep seeing on the store pages, i.e. I'd have to buy those to maybe do what I described, but in fact the 'default' active pose tool has it covered.  Nothing to see here, carry on!

    Thanks for 'making me look'!

    The Active Pose Tool is great, but pay close attention as you select things with it. Each time you click on a bone with it, there's a chance that the selected bone or others will jump out of place. You have to watch as you click each time, and be ready to hit Ctrl-Z if you see the click messed up your character's pose.

    (I have not yet applied the most recent update on my computer, so it's possible this problem has been fixed and I just don't know it yet.)

  • retiretomauiretiretomaui Posts: 387

    1. More stability, less crashiness. Daz tends to crash and lock up when cancelling a render partway through.

    2. An autosave feature. I'd love to be able to set autosave in case I forget to save manually and keep my work if Point 1 occurs.

    3. A much simplified interface. Home hobby folks like me don't need every bell and whistle, and quite frankly some of the window themes are overwhelming. I'd love the chance to specify point by point which tools I want, keeping only what I need on the screen. The rest could be accessed via the traditional pulldown menus. It would also be great if this interface could then be locked. Often, I will tweak the view I'm using and then a few days later it will default back to what it was before, for some reason.

  • Richard HaseltineRichard Haseltine Posts: 101,032
    3. A much simplified interface. Home hobby folks like me don't need every bell and whistle, and quite frankly some of the window themes are overwhelming. I'd love the chance to specify point by point which tools I want, keeping only what I need on the screen. The rest could be accessed via the traditional pulldown menus. It would also be great if this interface could then be locked. Often, I will tweak the view I'm using and then a few days later it will default back to what it was before, for some reason.

    Window>Workspace>Customise allows ypou to build your own toolbars (or modify existing ones), and to control which are displayed. You can also edit most menus (the Create and Tool menus autopopulate, as do the Panes(Tabs) and Save as sub menus).

  • nicsttnicstt Posts: 11,715

    Personally, I don't want to wait until 5.x for these releases, I'd sooner they appear in 4.10, 4.11.

  • MistaraMistara Posts: 38,675
    kyoto kid said:
    MistyMist said:

    would like iray renders to finish up all the grains.

    setting max seconds to 0 didnt work for me

    That suggests it might be more of a scene lighting problem than a hitting-the-time-limit problem. Also, have you changed either of the other critical limit settings? Your renders could be stopping with grain still visible because they've hit the number of iterations or convergence % limits — any of the three will cause rendering to stop.

    ...I usually set the maximum iterations to something ludicrous, like 15,000.

    ludicrous speed

  • MistaraMistara Posts: 38,675

    a couple of peeves

    keep an undocked tab undocked.  if i drag it too high, accidentally, it redocks.
    -i keep scene and library tabs as floating group tab.  when it re-docks, have to undock one at a time and then regroup the pane.

    customizing font colors also changes the background colors gradient, would be nice if font and background in the bars were separate. i need high contrast, my eyes are old and diabetic.


    a saveas quick button that saves just the face rig posing, pose controls no morphs.
    and a handy quick button one for hands. like the old poser hand poses.

     

    a way to save transferred morphs via transfer utility to the original item.  the only way i can find how to do it is save the item as a new product.
     

    a batch way to save 'general' rigged figures, clothes, and hair to 'blended'.
     

  • Richard HaseltineRichard Haseltine Posts: 101,032
    edited July 2017
    Mistara said:
    keep an undocked tab undocked.  if i drag it too high, accidentally, it redocks.

    There is a command in the WIndow menu (in Workspace as I recall) to lock docking/undocking.

    Post edited by Richard Haseltine on
  • MistaraMistara Posts: 38,675
    Mistara said:
    keep an undocked tab undocked.  if i drag it too high, accidentally, it redocks.

    There is a command in the WIndow menu (in Workspace as I recall) to lock docking/undocking.

    lock undocking sounds good.  thanks!!

  • MistaraMistara Posts: 38,675

    can we drop the 91px thumbnails all together and go with the tip size as the new standard?

  • miketeemiketee Posts: 58

    This has probably been said 20 times earlier, so I am just adding my two cents: a proper morph brush - like Poser's. It would enhance using DS SO much! Also - direct import/export of 3DS meshes.

    Thanks for listening.

  • MistaraMistara Posts: 38,675

    does the hexagon bridge thingie still work with 4.9 ds?

    dunno if i should bother installing the old hex 2.5

  • Mistara said:

    can we drop the 91px thumbnails all together and go with the tip size as the new standard?

    No thanks; not everyone uses 35+ inch displays.

  • sextinosextino Posts: 37

    I didn't read through this huge thread but wanted to say that I would really like to see some improvements to Daz 3D's animation abilities.  I have been considering buying mo cap for Iclone which would make some animation easier but not all.  It would be nice if Daz found a way to easily copy, paste and manipulate aniblocks into a time line without causing chaos.  Trying to animate in Daz can be very time consuming and frustrating and it really shoudlnl't be.  Animation products are getting more popular and modern hardware is making animation more of a reality for the hobbyist.  It will be more and more important in the future and I would hate to see daz get left behind.  I prefer to use daz models and I like the software but animation is just not as easy as it could be.  The last thing I animated in Daz took me 14 hours of tweaking to get a couple of seconds set up for render.

  • nicsttnicstt Posts: 11,715
    edited July 2017
    Mistara said:

    can we drop the 91px thumbnails all together and go with the tip size as the new standard?

    No thanks; not everyone uses 35+ inch displays.

    True enough, but why play to the lowest common denomninator when there could instead be choice.

    Post edited by nicstt on
  • nicstt said:
    Mistara said:

    can we drop the 91px thumbnails all together and go with the tip size as the new standard?

    No thanks; not everyone uses 35+ inch displays.

    True enough, but why play to the lowest common denomninator when there could instead be choice.

    All I ask is that they don't make the mistake of removing a size that works for those of us on smaller displays. Choice is good.

  • ironcheeseironcheese Posts: 72

    (if not asked already)

    "Record macro" smart scripting (like in Excel)... for the rest of us who still cannot write a script

  • nonesuch00nonesuch00 Posts: 18,142

    (if not asked already)

    "Record macro" smart scripting (like in Excel)... for the rest of us who still cannot write a script

    'That would been cool even for us that can program as a big time savings.

  • MistaraMistara Posts: 38,675
    nicstt said:
    Mistara said:

    can we drop the 91px thumbnails all together and go with the tip size as the new standard?

    No thanks; not everyone uses 35+ inch displays.

    True enough, but why play to the lowest common denomninator when there could instead be choice.

     

    and 1 step further, make so we can use jpg thumbnails!!!

  • SpyroRueSpyroRue Posts: 5,020

    Actually from a creators point of view, it would be nice if the preview thumb was using the same larger 256x256 .tip.png and ds scaled it appropriately down in the UI. We'd only need the one png file not two for two different sizes.  Not that its such a big deal or anything lol

  • jestmartjestmart Posts: 4,449

    Thumbnails are small with little detail as it is, using a lossy format like jpg could make them useless blurs.

  • VisuimagVisuimag Posts: 569

    A true Physics Engine will remain at the top of my request chain. Studio is 98% lovely for me. I've never liked any computer program even close to as much as it, but I want clothing to actually react to a character's sitting/laying positions. Too often, renders will look ridciulous in this regard. I know it'll be a lot (and people will probably need hardware similar to mine to truly take advantage of it), but that's my main gripe. Oh, and I agree on an Auto Save feature and a trusty Move-to-the-Floor feature. The one we have now is shot.

  • Richard HaseltineRichard Haseltine Posts: 101,032
    Visuimag said:

    a trusty Move-to-the-Floor feature. The one we have now is shot.

    How? It used not to take account of fitted items but seems to be doing so these days.

  • A few Content related suggestions:

    For Smart Content, allowing the pane to remember the last location for a given item.  For example, I find myself selecting Genesis3 to look for a good shirt.  I drill down to Wardrobe -> Shirt and then pick one.  I click on the shirt to look for materials but don't like the choices, so I delete it and click on Genesis 3.  Now I have to scroll back down to Wardrobe -> Shirt and scroll down the list to where I last was.  If I switch back and forth between three or more objects it's an inconvenient.  I understand there'd have to be a limit, but if it could buffer the last few items it would improve workflow.

    Also for Smart Content, an option to change the Filter in the upper left corner.  Sometime I want to look for a shirt for Genesis 3 Female, and I think one of the Genesis 3 Male shirts would be great.  ATM, the only way to find it in Smart Content is to uncheck Filter By Context and go through all the shirts, since the Filter shifts to No Selection.  It would be nice to be able to select Genesis 3 Male (or Genesis 2 Female, etc.) as easily as I select Victoria 7, or get a listing when Filter By Context is unchecked.

    For Content Library, the ability to have more than one Content Library pane.  For older content in particular, I find myself jumping back and forth between two or more folders for poses, materials, characters, etc.  The back and forth buttons are helpful, but have a limited memory, and since each sub-folder is a step it limits its usefulness.  This would be particularly helpful for people who segment their libraries based on publisher/genre/etc.

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